/////////////////////////////////////////////////////////////////
// MyPawn.uc                                                   //
// Loads the mesh to be displayed in game any and all          //
// changes to the character model are done in this class       //
/////////////////////////////////////////////////////////////////
class MyPawn extends Pawn;

simulated function name GetDefaultCameraMode( PlayerController RequestedBy )
{
    return 'SideScroller';
}

function AddDefaultInventory()
{  
	`log("Adding Weapon to Inventory");
	InvManager.CreateInventory(class'BloodMagicWeapon',false); //InvManager represents the Pawns inventory manager
}

DefaultProperties
{
	//---------General Variables for our Player-----------//
	Health = 100;		    /** amount of health this Pawn has */
	HealthMax = 150;		/** normal maximum health of Pawn - defaults to default.Health unless explicitly set otherwise */
	bForceMaxAccel = false;	// ignores Acceleration component, and forces max AccelRate to drive Pawn at full velocity.
	JumpZ = 850;			// vertical acceleration w/ jump

	//--------------------------------------------------------------------------//
	// These have been commented out but if you would like add these to the game 
	// and change their values just delete the '//' before the variable name
	//-------------------------------------------------------------------------//
	//MaxFallSpeed;	        // max speed pawn can land without taking damage
	//GroundSpeed = 100;	// The maximum ground speed.
	//WaterSpeed;		    // The maximum swimming speed.
	//AirSpeed;		        // The maximum flying speed.
	
	
	//--------------Default Character Model---------------//
	
	Components.Remove(Sprite)

	//Lighting for the mesh
	Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
		ModShadowFadeoutTime=0.25
		MinTimeBetweenFullUpdates=0.2
		AmbientGlow=(R=.01,G=.01,B=.01,A=1)
		AmbientShadowColor=(R=0.15,G=0.15,B=0.15)
		LightShadowMode=LightShadow_ModulateBetter
		ShadowFilterQuality=SFQ_High
		bSynthesizeSHLight=TRUE
	End Object
	Components.Add(MyLightEnvironment)

	//Mesh to be rendered in-game
    Begin Object Class=SkeletalMeshComponent Name=InitialSkeletalMesh
		CastShadow=true
		bCastDynamicShadow=true
		bOwnerNoSee=false
		LightEnvironment=MyLightEnvironment;
        BlockRigidBody=true;
        CollideActors=true;
        BlockZeroExtent=true;
		///////////////////////////////////////////////////////////////////////////////////
		// This Code can be changed to the Kilan character model.                        //
		// Information on ading custom character models can be found here:               //
		// http://udn.epicgames.com/Three/CharactersTechnicalGuide.html#Example%20Player //
		///////////////////////////////////////////////////////////////////////////////////
		PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
		AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_AimOffset'
		AnimSets(1)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
		AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
		SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode'  //SkeletalMesh=SkeletalMesh'Character_Stuff.Kilan_Models.Kilan_Rigged'
	
	End object

	//Load the mesh
	Mesh=InitialSkeletalMesh;
	Components.Add(InitialSkeletalMesh);

	//Hard Coded Collision for the Mesh
	CollisionType=COLLIDE_BlockAll
	Begin Object Name=CollisionCylinder
	CollisionRadius=+0021.000000
	CollisionHeight=+0048.000000
	End Object

	CylinderComponent=CollisionCylinder

	//--------------Default Inventory Class---------------//
	InventoryManagerClass=class'SSInventoryManager'

}

function PostBeginPlay()
{
	super.PostBeginPlay();
	`Log("Pawn Class Initiated");
}
	
	
